Quick Contanier City solution


(tokamak) #1

A big part of the full hold of the Container city hold is due to the defending team being able to block the most convenient route towards the gate very easily. The attackers only have a small window at the start when the defenders aren’t fully in place to blow this thing open or they end up being held back completely.

This is easily solved by placing a container thing blocking line of sight of this path, giving the attackers effectively three routes before they first become visible to the defending team

Not saying that this is the only factor in the problem. But it’s a big one and it’s easily solved like this without giving the attackers an unfair advantage.


(tokamak) #2

[QUOTE=tokamak;319811]A big part of the full hold of the Container city hold is due to the defending team being able to block the most convenient route towards the gate very easily. The attackers only have a small window at the start when the defenders aren’t fully in place to blow this thing open or they end up being held back completely.

This is easily solved by placing a container thing blocking line of sight of this path, giving the attackers effectively three routes before they first become visible to the defending team

[/QUOTE]

Not saying that this is the only factor in the problem. But it’s a big one and it’s easily solved like this without giving the attackers an unfair advantage.


(wolfnemesis75) #3

Only thing is this can also further bottleneck the map at the exit points and where would the bot go? Also, what I have learned on this Spawn Trap friendly map: You need to plant that **** right away, and make sure you defend it with your best effort focusing mostly on killing fools with the engineer symbol. There is zero downside to everyone choosing solider to plant that **** or one operative to Hack the side door. At the very least make sure YOUR no1 goal is to plant it don’t wait for another to do it. On competitive mode you need to make sure you already have Soldier selected so you don’t have to spare a second to change at the command post.


(DazTroyer) #4

It’s a good simple solution to the problem and should be easy to implement you would of thought. However its not hard to get out of the spawn in the first place. You just need 1 or 2 soldier and the rest of your team to storm the gate, cover the gap and the guy planting.

Also how are players getting way high above the gate in the Windows?


(Jamieson) #5

I like that you are thinking of ideas but I don’t think this will work that well. Even when the Security blow the door they still have to move the bot and the resistance can still spawn camp. One of the big problems is the platform above the door, resistance can camp up there easily and get back pretty quickly once taken out. The quickest and easiest solution is to add 5 or 7 seconds possible more onto the resistances spawn time.

Daytroyer - They get up there by climbing. on the left (security perspective) is a little doorway, if you look up you can haul yourself up as long as you are a medium or light, even as a light up there I can deal a lot of damage so I don’t think limiting it to only lights will really be effective.


(tokamak) #6

In my perception it’s getting out of the spawn that is one of the biggest challenges for security, so this should help to alleviate that. There of course lots of other things to balance this map. (the 2nd and third phase seem completely right, the objective carrying might even a bit too easy for the security).


(DarkangelUK) #7

I think locking the gate area down a bit more will help as well, the bomb planter is far too exposed there while the people shooting him have loads of cover. Keep the missing section at the bottom gate where the Resistance can slide under, but add some shielding to the main area that gives the soldier protection while he’s planting.


(INF3RN0) #8

Here’s a better idea. Add an alternative route that allows the resistance to climb into the upper levels of the boxes directly in front of their spawn. This way they don’t all get funneled up through those 2 height disadvantaged entree ways and are able to do some counter-camping maneuvers.


(Senethro) #9

Move Securities spawn points to the command post instead of 5 seconds beyond it.


(tokamak) #10

[QUOTE=INF3RN0;319830]Here’s a better idea. Add an alternative route that allows the resistance to climb into the upper levels of the boxes directly in front of their spawn. This way they don’t all get funneled up through those 2 height disadvantaged entree ways and are able to do some counter-camping maneuvers.

[/QUOTE]

I like that, that gives a better means of supporting your demolition guy. The risk here is that security guys can hold up in there as well giving two ways to cover the shortest path.


(Rubbaduren) #11

I agree with inferno. As long as the new spot doesn’t make it quicker to get to the barricade. The first time I played this map, and got spawn trapped, I was sure there was an alternate route I could use, atleast as a light.


(DarkangelUK) #12

Stick a little alcove at the end with a spawn turret in there, stop the enemy camping in there but hidden away so it doesnt shoot those near the gate area.


(INF3RN0) #13

Yea the basic idea would be to open up some height advantage for the attackers and allowing them to have an easier time countering that bottleneck camping by sending people to flank through those routes. One of those areas could easily be taken over by the opposite team as well or be nade friendly, but it’s going to spread them out a lot more. Plus I think it would force a necessary player in both the loft above the gate and both of the further back side routes to cover anyone attempting to drop down behind the campers.


(mrsims31) #14

What if the Resistance perch was blocked with a container/wall and had to be blown up to open the route? It would take as long to blow the gate so the first wave of Resistance guys would have to go the main route to stop the Security.


(riptide) #15

[QUOTE=INF3RN0;319830]Here’s a better idea. Add an alternative route that allows the resistance to climb into the upper levels of the boxes directly in front of their spawn. This way they don’t all get funneled up through those 2 height disadvantaged entree ways and are able to do some counter-camping maneuvers.

[/QUOTE]

This is what it should have been to begin with. Otherwise resistance only have to look 1 way while security has to look 3 once it’s locked down.


(INF3RN0) #16

Yea that, or having to construct the stairway up to it with an engy (it would be easier for the defenders to kill the engy than to get down there to diffuse the bomb).


(tokamak) #17

We should keep in mind that it’s not supposed to be a fair fight, the defence needs an advantage.

And yeah a constructible advantage would be great. That way attackers can opt for it in case it’s actually needed.


(riptide) #18

[QUOTE=tokamak;319870]We should keep in mind that it’s not supposed to be a fair fight, the defence needs an advantage.

And yeah a constructible advantage would be great. That way attackers can opt for it in case it’s actually needed.[/QUOTE]

Well yea but only having to look at one part of the map is essentially like a funnel. It’s not exactly realistic to counter that with any amount of skill. You have to moonlight flashbangs to counter it atm.


(kristus) #19

This whole map is a cluster****. I really like the idea behind it. But the map is so incredibly D-heavy that even if you fix the glaring issue about the initial spawn. You still have the rest of the map to deal with.

[QUOTE=tokamak;319870]We should keep in mind that it’s not supposed to be a fair fight, the defence needs an advantage.

And yeah a constructible advantage would be great. That way attackers can opt for it in case it’s actually needed.[/QUOTE]
It’s an online multiplayer game with a competetive community. You bet your ass it should be a fair fight. And in the case of stopwatch every map should be in the favor of the attacking team.


(tokamak) #20

If it’s an equal or unfair fight towards the defenders it’s just one steam-roll in stopwatch it will turn into a bizarro speed-run fest where the game will turn on really small events.